ok it looks like render pass for a material is a bool false for solid true for transparent. I think the scenenode then handles if it's meshbuffers are rendered in the solid or transparent pass. So if I want 3 render passes I need to make a coustom scene node. I havent figured out the IAnimatedMeshSceneNode yet, but I looked at some of the CAnimatedMeshSceneNode.cpp files on line since my laptop isn't on. In the CAnimatedMeshSceneNode.cpp render function it looks like the mesh buffers are looped through and rendered with driver->drawMeshBuffer in the order they were placed in the mesh rather than farthest to nearest. I need to do more reserch.